The Darkstorm. The Dark Walkers only apears after the passing of a dark grayish snowstorm coming from the highest and coldest regions of the North, bringing within it the Dark Walkers and devastating every humanoid that tries to beat it. The Dark Walkers have resistance to cold damage and have advantage on all saving throws if it is on any snowstorm.
Jump Assault. Melee Weapon Attack: +3 to hit, reach 20 ft., one target. Hit: 17 (2d10 + 4) bludgeoning damage.
Unpredictable Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 2) bludgeoning damage.
Dark Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 2) bludgeoning damage.
Multiattack. The Dark Walker makes two of any of it’s actions.
Paralyzing bite. If the Dark Walker suffers a melee attack that have range of 5 feet or less, the Dark Walker can try to hold the attacking creature (by making a Strength check against the creature’s Dexterity saving throw) to use the Unpredictable Bite action and bite the creature in it’s neck, which now (impose condition) paralises the creature by 1d4 rounds.
Description
The Dark Walkers are wild and insane undead creatures which are attracted by flesh, specially when there is blood in their surroundings, which makes them absurdly crazy.
Dark Walkers are normal humanoids which totally dark eyes and a dead pale skin. They walk normally as other humanoids but when they are attracted by blood or flesh, they become insane and start running fast as wild beasts.
Dark Walkers apears in groups of 4 to 16 after the Darkstorm.
Previous Versions
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